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Question by montymomentum_unity · Apr 02, 2020 at 12:35 PM · rigidbodyplayeraddforcerigidbody.addforce

Force is being added to wrong RigidBody

I'm using a script that adds force to the player when in collision with an enemy, my problem however is that the force gets added to the enemy instead of the player.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Bounce : MonoBehaviour
 {
     void OnCollisionEnter(Collision c)
     {
         // force is how forcefully we will push the player away from the enemy.
         float force = 1000;
 
         // If the object we hit is the enemy
         if (c.gameObject.tag == "Thump")
         {
             print("Hit");
             // Calculate Angle Between the collision point and the player
             Vector3 dir = c.contacts[0].point - transform.position;
             // We then get the opposite (-Vector3) and normalize it
             dir = -dir.normalized;
             // And finally we add force in the direction of dir and multiply it by force. 
             // This will push back the player
             print("Step 2");
             GetComponent<Rigidbody>().AddForce(dir * force);
         }
     }
 }

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avatar image montymomentum_unity · Apr 03, 2020 at 10:38 AM 0
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I have deducted my problem lies with either the Character Controller or my $$anonymous$$ovement script. using UnityEngine; using System.Collections; using UnityEngine.Scene$$anonymous$$anagement;

 public class movement : $$anonymous$$onoBehaviour
 {
 
     private CharacterController controller;
 
     public float speed = 1.0F;
     public float jumpSpeed = 1.0F;
     public float gravity = 1.0F;
     private float verticalVelocity = 0;
     void Update()
     {
         CharacterController controller = GetComponent<CharacterController>();
         if (controller.isGrounded)
         {
             Vector3 moveDirection = new Vector3(Input.GetAxis("Horizontal") * speed, verticalVelocity, Input.GetAxis("Vertical") * speed);
             moveDirection = transform.TransformDirection(moveDirection);
             controller.$$anonymous$$ove(moveDirection * Time.deltaTime);
             if (Input.GetButton("Jump"))
             {
                 verticalVelocity = jumpSpeed;
 
             }
             else
             {
                 verticalVelocity = 0;
             }
         }
         else
         {
             verticalVelocity -= gravity * Time.deltaTime;
             
                 if (Input.GetAxis("Vertical") > 0)
             {
                 Vector3 moveDirection = new Vector3(Input.GetAxis("Horizontal") * (speed / 2), verticalVelocity, Input.GetAxis("Vertical") * speed);
                 moveDirection = transform.TransformDirection(moveDirection);
                 controller.$$anonymous$$ove(moveDirection * Time.deltaTime);
             }
                else
             {
                 Vector3 moveDirection = new Vector3(Input.GetAxis("Horizontal") * (speed / 2), verticalVelocity, Input.GetAxis("Vertical") * (speed/4));
                 moveDirection = transform.TransformDirection(moveDirection);
                 controller.$$anonymous$$ove(moveDirection * Time.deltaTime);
             }
         }
         
     }
 }
avatar image SmokeyWitch · Apr 03, 2020 at 02:59 PM -1
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maybe using this.GetComponent().AddForce(dir * force); works

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Answer by FlaSh-G · Apr 03, 2020 at 01:08 AM

To get the rigidbody of the object you collided with, use

 c.gameObject.GetComponent<Rigidbody>()
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avatar image montymomentum_unity · Apr 03, 2020 at 10:16 AM 0
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If I replace GetComponent<Rigidbody>().AddForce(dir * force); with c.gameObject.GetComponent<Rigidbody>().AddForce(dir * force); the force still just gets added to the object and not the Player, no matter who I attach the script to (and changing the tags accordingly).

avatar image FlaSh-G montymomentum_unity · Apr 03, 2020 at 05:31 PM 0
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If your player character's velocity is not controlled by the rigidbody, pushing the rigidbody will not be a solution. Get your script component from the player GameObject and apply force to that - which is something you have to make your character controller script support in the first place.

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